Mitchell Richters
c13c244dca
- Simplify moto velocity sign determination.
2023-03-19 14:35:02 +11:00
Mitchell Richters
9d74a5c60b
- Duke: Consolidate vehicle turning code between boat/moto.
2023-03-19 14:35:00 +11:00
Mitchell Richters
56b95a46f7
- Duke: Consolidate vehicle tilting code between boat/moto.
2023-03-19 13:31:47 +11:00
Mitchell Richters
056330863c
- Duke: Eliminate GetActor()
calls in playerisdead()
.
2023-03-19 09:10:14 +11:00
Mitchell Richters
a7d829d539
- Duke: Change where centering view locks the input.
2023-03-19 09:08:24 +11:00
Mitchell Richters
3ad50d5045
- Duke: Don't reset synchronised input flag if centering view.
...
* The way the playsim works, because the horizon functions come after the yaw ones, yaw was not being applied while pitch was locked.
2023-03-18 22:21:38 +11:00
Mitchell Richters
5b382ac2c6
- Duke: Remove everyothertime
global, we can just use PlayClock
.
2023-03-18 22:21:38 +11:00
Christoph Oelckers
792f977d46
- fixed STAT_ACTORS must handle actors where scale.X is 0 as 'deleted' and destroy them.
2023-03-18 12:08:53 +01:00
Mitchell Richters
1147030bca
- Remove concept of InputOptions
, its messy and unnecessary.
2023-03-18 21:16:50 +11:00
Mitchell Richters
b3c27a177e
- Consolidate each game's gi-GetInput()
into a unified function.
...
* Eliminates a lot of boilerplate.
* Consolidation of input accumulation buffers discretely used in each game.
* Allows privatisation of `PlayerAngles::CameraAngles`.
2023-03-18 19:49:25 +11:00
Mitchell Richters
65ee4b14d6
- Move gi->getConsoleActor()
directly into the header.
2023-03-18 19:29:29 +11:00
Mitchell Richters
4355a44721
- Duke: Rework input blocking setup.
...
* Takes the duplicated conditions out of the input handler and makes the ticker responsible by forcing synchronised input.
2023-03-18 19:29:29 +11:00
Mitchell Richters
bd3e9b305e
- Adjust signatures of input functions slightly for consistency.
2023-03-18 19:29:29 +11:00
Mitchell Richters
401236980c
- Duke: Tidy up some unnecessarily deep branches in vehicle input code.
2023-03-18 19:19:21 +11:00
Mitchell Richters
51a20211f3
- Duke: Tidy up some repeated bools in vehicle input code.
2023-03-18 19:19:21 +11:00
Mitchell Richters
37dda1aa0e
- Duke: Move input bit pre-processing into hud_input()
.
...
* Really, _really_ need to do something about this `crouch_toggle` malarkey...
2023-03-18 19:19:20 +11:00
Mitchell Richters
5a6495956f
- Duke: Move Quick_Kick
button test into ApplyGlobalInput()
as it doesn't seem to share a bit with any other game anymore.
2023-03-18 19:17:30 +11:00
Mitchell Richters
292030b59e
- Duke: Repair issues with going underwater after taking some stuff out of the global state.
...
* Really, need to do something about this `crouch_toggle` malarkey...
2023-03-18 19:17:28 +11:00
Mitchell Richters
b07732bae4
- Duke: Remove duplicated call to SetupGameButtons()
that's done globally in RunGame()
.
2023-03-18 09:15:17 +11:00
Mitchell Richters
a45890e064
- Move some Duke-specific stuff out of ApplyGlobalInput()
.
2023-03-18 09:15:15 +11:00
Mitchell Richters
eed9716d86
- Move joyaxes[]
array from getHidInput()
directly into ControlInfo
.
2023-03-17 20:58:38 +11:00
Mitchell Richters
fc069feac6
- Negate ControlInfo::dyaw
to match data out of backend.
2023-03-17 20:58:13 +11:00
Mitchell Richters
446218dd7b
- Get mouse/controller input by pointed variable and not copy on return.
2023-03-17 20:58:11 +11:00
Mitchell Richters
1f97e73501
- Rename ControlInfo joystick variables to names matching backend.
2023-03-17 20:16:58 +11:00
Mitchell Richters
686bec5664
- Duke: Make vehicle input functions work on floats and not doubles and FAngles.
...
* It's what's natively needed at the end of the day.
2023-03-17 19:40:46 +11:00
Mitchell Richters
81caf74721
- Tidy up coord
stat to use gi->getConsoleActor()
and also print pitch.
2023-03-17 17:28:26 +11:00
Mitchell Richters
3c4b4e4483
- Tidy up warptocoords
CCMD since everything is in an actor now.
...
* Now accepts floating point inputs.
* Restores lost pitch capability.
2023-03-17 17:28:04 +11:00
Mitchell Richters
e6cffbaefb
- Duke: Remove unnecessary playrunning()
test within a loop.
2023-03-17 14:41:17 +11:00
Mitchell Richters
130c5315e9
- Call PlayerAngles::resetCameraAngles()
from within the player loop of each game.
...
* I was only thinking of the console player initially but since each game can draw the view of other players in network games, each game will need to update and reset the camera angles for all players.
2023-03-17 14:40:18 +11:00
Mitchell Richters
d329328191
- Rename PlayerAngles::RenderAngles
to CameraAngles
.
...
* Better conveys what it is and separates it from the already established `getRender*()` methods around the place.
* Sorry Simon!
2023-03-17 14:20:36 +11:00
Mitchell Richters
d6b68dec5e
- Duke: Remove player_struct::resurrected
flag I added in 2021 and fix issue properly.
...
* The check for `player_struct::dead_flag` in `FinalizeInput()` was overzealous and is not checked in the original code in this instance.
2023-03-17 12:29:37 +11:00
Mitchell Richters
c4041affb1
- Duke: Reduce boilerplate from previous commit.
2023-03-16 22:24:34 +11:00
Mitchell Richters
9a17d33579
- Duke: Ensure spawned player actor has view height baked in up until the first getzrange()
call.
...
* The original game spawning the player's sprite/actor would set the sprite's pos with the Z matching the player's, which had a height offset already applied.
* This baked in height offset was carried through up until the `SetActor()` call in `processinput()`, where the original game would then strip off `gs.playerheight`.
* This baked in height offset within the actor is critical on the first tic for pre-activated elevators on level spawn to function right, such as E1L2 and E2L3.
* Properly setting the player actor's Z immediately after the initial `getzrange()` call, but before other functions like `movement()`, etc further down in `processinput()` is the best spot.
* Fixes #870 .
2023-03-16 22:15:11 +11:00
Mitchell Richters
a90665732c
- Clean up other PlayerAngles interfaces for consistency.
2023-03-14 21:45:38 +11:00
Mitchell Richters
62561d863e
- Tidy up PlayerAngles::doPitchKeys()
interface by passing the whole sync packet through.
2023-03-14 21:45:37 +11:00
Mitchell Richters
18ef460a99
- Tidy up interface for PlayerAngles::doViewPitch()
since we have internal access to the player's actor.
2023-03-14 21:45:36 +11:00
Christoph Oelckers
6c77d1c39e
- Duke: fixed setup of purely scripted enemies,
...
Some band-aid is still needed for the time being.
2023-02-09 17:34:59 +01:00
Mitchell Richters
991ef5c27f
- Minor input tidy-up.
2023-02-04 17:05:18 +11:00
Christoph Oelckers
4328016963
- move the remaining parts of spawninitdefault to DukeActor::Initialize.
...
This ensures proper execution of all code - spawninitdefault was designed to be the fallback for actors without a special case in spawninit.
2023-01-28 16:33:35 +01:00
Christoph Oelckers
38b278b12d
- fixed enemy setup.
...
All enemies now run a native init function to reduce script-induced problems.
this required adding a NOGRAVITY flag so that the recon can use the same code as well which was the only enemy relying on custom code.
2023-01-28 16:33:15 +01:00
Christoph Oelckers
0db441accb
- scriptified the native parts of the powder keg.
...
This was the last remaining actor with its own native ticking part.
2023-01-28 16:31:46 +01:00
Christoph Oelckers
9f01c87ccb
- scriptified the native part of FireflyFlyingEffect.
2023-01-28 16:31:45 +01:00
Christoph Oelckers
9783b8c402
- scriptified World Tour's flamethrowerflame.
...
The first of 3 mixed native/CON items which are the last things remaining in the main thinker loops.
2023-01-28 16:31:45 +01:00
Christoph Oelckers
81f6899e72
- C++20 constant fixes.
...
Use of enums is deprecated in floating point calculations.
2023-01-21 10:34:44 +01:00
Christoph Oelckers
bb7f00988a
- give Blood's sounds well defined names so they can be defined via SNDINFO.
2023-01-15 16:15:28 +01:00
Christoph Oelckers
841402a776
- allow setting loop points for WAV sounds or other simple formats.
2023-01-15 15:19:21 +01:00
Christoph Oelckers
f1c3a6548f
- use backend pitch features for Duke instead of replicating them on the game side.
2023-01-15 13:18:54 +01:00
Christoph Oelckers
ad0bff921b
- allow setting Duke's relevant sound properties through SNDINFO.
2023-01-15 11:54:24 +01:00
Christoph Oelckers
8001c4041f
- Duke: fixed hitscan vector for pistol's aim check.
2023-01-14 16:48:28 +01:00
Christoph Oelckers
97f14c0e0e
- Duke: fixed projectile offsetting for BOSS2 and BOSS3
2023-01-14 11:53:13 +01:00